honestly, i liked the game as-is. didn't ever think 'hmmm. i wish it had an easier level'. i thought that part was very well thought out/appropriate. one thing i'll mention is that i didn't know when i lost a silo/it became inactive until i tried to use it a couple times. sometimes i'd try to use my RH silo to shoot at something on the LH side of the screen (for a number of reasons). when things get hectic, i can't juggle all of what's going on to the point that i can confirm every shot successfully launched. there was a little confusion there for me. so, maybe some audible alert and/or a more straight-forward graphical representation of that? example, i lose my right-hand silo and when i try to use it, the cursor/crosshair changes to something else (like a red X maybe? and, i mention changing the cursor vs the silo/silo area because during some of the frantic gameplay, the player is keeping an eye on the crosshair a lot more than his/her silos) and i hear a short 'buzz' or 'empty shot' kinda sound telling me that it's invalid. i think with games like this, the 'less is more' approach is best. it's SIMPLE fun and should try to remain 'simple'/true to it's nature. also, if you DO decide to add a Pause button, i'd suggest making it available only in between waves (during the bonus/scoring period). the reason is, if it was an 'avilable always' function, the player could freeze the game and plan, step by step, the next couple seconds (ie, making it a near-turnbased game) which might screw up the balance/what you were shooting for in game play(pun intended)
or... you could leave the game as-is because i'd call it a solid 'success' in it's current state, and bless us with the next idea you have in store for us.
My Modest System:
Athlon XP1800+, Windows XP+SP2, Soyo K7V Dragon+ MB, 1.5Gb 333 RAM, ATI Radeon 8700LT (128Mb), Drivers and Updates Kept Current